Event Details

We've won! We've lost. It was no game!
SpilBar 36 is an expedition into a fundamental, yet rarely understood, part of all games: Play.
But play goes beyond games;

Event Details

We’ve won! We’ve lost. It was no game!

SpilBar 36 is an expedition into a fundamental, yet rarely understood, part of all games: Play.
But play goes beyond games; it is a mode of being human. But what is it, what is it not, why do we need it, and why should we even care?

Join us on March 1 16:30 for the most playful SpilBar ever. The speakers are Miguel Sicart, Mathias Poulsen & Lena Mech.

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Be the best pitcher you can be!
At this workshop, we will be working on perfecting you pitch. With help from industry professionals and veterans, we will be reviewing pitches, their

Event Details

Be the best pitcher you can be!

At this workshop, we will be working on perfecting you pitch. With help from industry professionals and veterans, we will be reviewing pitches, their content, the presentation performance, and the strategy on how to get to present them to the right people.

During the day, you will get feedback on your material from industry professionals such as Dino Patti (Jumpship, ex-Playdead), Søren Lass (Interactive Denmark), Niels Wetterberg (Investigate North) with more experts TBC.

The day is structured, so that there will be an introductory short round of talks, after which you will both be presenting your pitch, get feedback and advice from experts and other participants, and you’ll also get valuable 1:1 feedback on your strategy and material.

HOMEWORK: Please bring a pitch or presentation, that you want to work on. Be prepared to have a short 5 min. version of it ready to present at the event

Speakers for this event

Dino Patti

Dino Patti

CEO

Former CEO of Danish indie darling and multiple award-winner Playdead, Dino Patti is now Executive producer at his new co-founded UK-based venture, Jumpship, currently working on the mysterious 'Somerset' project.

CEO

Niels Wetterberg

Niels Wetterberg

Entrepreneur consultant

With a past in film- and tv production, and as former business developer and producer at Investigate North, Niels Wetterberg has a broad experience in pitching projects both within and out side of the games industry.

Entrepreneur consultant

Søren Lass

Søren Lass

Business Development Consultant

Interactive Denmarks own Søren Lass has almost 20 years of experience working for and with investors and publishers in the games industry, giving him a huge knowledge about the industry and a personal network second to none.

Business Development Consultant

Time

Organizer

Event type

Growing Games is new knowledge. We provide you with knowledge, inspiration – and a handshake with the person, who can help master your challenges. Growing Games is the place, where leaders of game studios meet experienced people, experts, advisors and each other to talk games business.

A Network Worth Entering
The theme of the single event defines wether is relevant for you. The core target group of Growing Games is leaders of Danish game studios. Nobody is too old to learn.

In 2018 Growing Games will

Be the industries place to learn new games business insights

Work truly internationally: If we want to raise the bar for the Danish game industry we need to broaden our perspectives. In 2018, we will continue to invite international speakers and key guests. The guests could be publishers, investors or business developers from the game industries in other countries.

We always strive for excellence in Growing Games. We are continuously on the lookout for the next business practices that will shape the games industry, and our list of themes, stories, speakers, experts, and participants continue to grow.

PARTICIPATION
Participation is free of charge, but sign up needed for each event.

Growing Games is made in collaboration with and a steering group with industry representatives and Kristian from Seismonuat continues to be our firm-hande moderator.

Event Details

12-19 APRIL 2018
Games Week Denmark sets the spotlight on Danish Games - Interactive Denmark is founding partner together with The Danish Producers Association and IGDF.
Get ready for eight

Event Details

12-19 APRIL 2018

Games Week Denmark sets the spotlight on Danish Games – Interactive Denmark is founding partner together with The Danish Producers Association and IGDF.

Get ready for eight intense days – all about games.
Games Week Denmark is a nationwide celebration of the Danish games industry, where game designers, programmers, graphic artists, business experts, gamers, and everybody in love with the interactive medium of games come together to meet, talk, learn, do business and share. Games Week Denmark gathers Nordic Game Jam, Spilprisen, CPH MatchUp, Game Developer Talks, and more across the whole of Denmark, with more than 3 000 people attending.

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Event Details

GDT is is 100% dedicated to passionate game developers from the Danish game industry.
We offer you a series of talks and workshops in the areas of Game Design, Programming, Technology,

Event Details

GDT is is 100% dedicated to passionate game developers from the Danish game industry.

We offer you a series of talks and workshops in the areas of Game Design, Programming, Technology, Audio and Visual Art. All tracks are professionals-only. We aim to make a forum where everyone from the industry – programmers, artists, producers, game designers and audio professionals can meet to get new insights, exchange ideas and together shape the future of the Danish Game Industry.

Game Developer Talks is organized by Interactive Denmark and a program committee with representatives from SYBO games, Flashbulb Games, MOOD Visuals, Unity Technologies, Wargaming Cph, Reto Moto and Playdead. In 2018 the event will change location an move to The Royal Library / The Black Diamant. All talks are development only (no business) and speakers are volunteers, wanting to share knowledge with their co-developers from Denmark. Companies that contribute by sending speakers are considered special Game Developer Talks friends.

Schedule

Day 1

April 17, 2018

13:00Registration and Greeting13:00 - 13:15Get your badge and find the best seat for the talk you want to start out with.

13:15Block #1 (click to expand)13:15 - 14:00Dynamic and modular sound design of Youropa
A walk through of the sound design in the game Youropa. The game is highly modular and dynamic, which made the sound design fairly complex. In the talk, Niels will explain the design process and give examples of the implementation in Fmod and the custom-made game engine.
// Room: Saxo
// Speakers: Niels Böttcher, Ph.d in procedural audio
Double talk: ECHO, Ultra Ultra + Community as creative guidance, Wartile
In Echo your enemy is the way you play the game - a simple idea that can be approached in a million different ways, resulting in very different games. In these 20 minutes I’ll try to map out our journey from initial idea to the particular game we ended up with. I’ll talk about how universe and gameplay informed each other, the value of quick prototyping, and how the mechanics changed through production.
Through the full process of making Wartile, they have been highly dependent on external feedback on the execution of the game systems. This talk will go through the developement of Wartile and how their own observations together with the intensive feedback from the community had an impact on the creative process in realizing Wartile and how it still influences them moving forward.
// Room: Blixen
// Speakers: Martin Emborg, CEO Ultra Ultra & Michael Rud, CEO Wartile
Carving Caves in Deep Rock Galactic
When Ghostship Games started Deep Rock Galactic, they knew that creating "procedural generated caves" would be one of their biggest challenges. This happened in the wake of No Man's Sky and everybody screaming that procedural content would always be dull and samey. Ghostship Games decided to approach the challenge in very pragmatic fashion and iterate until they had something that was "good enough" - in contrast to over-designing and over-engineering. As a foundation, they developed a custom mesh-carving technology and a debris system, though this talk will mostly focus on the "procedural generated caves and tunnels".
// Room: Holberg
// Speakers: Jonas Møller, programmer & Fran Aviles, Game Designer, Ghostship Games

14:15Block #2 (click to expand)14:15 - 15:00Kill 10 rats - writing mission oriented dialog
Welcome to a short and intense talk about how to deliver clear mission statements through dialogue in narrative games. What questions must be answered to explain a mission through natural dialogue? How do we avoid forced exposition? How do we communicate the goals and the story naturally to the player while staying true to the characters and the world given? Can we create hints that widen the world and the player's urge to explore?
// Room: Saxo
// Speakers: Morten Brunbjerg, Game writer
From concept art to final frame in Unity's new render pipelines
A detailed walkthrough of how to concept, mockup, estimate and produce art in the new HD rendering pipeline of unity, as well as an introduction to the lighting, shading and rendering capabilities of the pipeline. Martin and Jesper will show how to streamline asset iteration and production and how to best set up a project for working with multiple artists and external vendors.
// Room: Blixen
// Speakers: Martin Vestergaard Kümmel, Technical Art Director at Unity Technologies & Jesper Sølling Andersen, Concept Artist at MOOD
Bridging technologies in a social network of games
MovieStarPlanet has many years experience in developing and operating socially linked games played by millions of tweens and teens all over the world. They are in the process of transitioning from Flash to Unity, and this talk will cover how they are building a framework in Unity, that makes it super easy to create new social games and increase development speed by magnitudes using re-usable components, while bridging the social aspects of the games between old and new technology.
// Room: Holberg
// Speakers: Caspar Strandbygaard, CTO MovieStarPlanet

15:15Block #3 (click to expand)15:15 - 16:00Double Talk: A journey through and ancient world, Nina V. Folkersen + TBA
Nina: Being both a visual artist and a writer for an indie game is a big mouthful - especially if it's your first job! In this talk, Nina will explain how the story was developed in terms of the narrative and the visuals, what techniques she explored along the way and what she learned through the process.
2. TBA
// Room: Saxo
// Speakers: Nina Vinde Folkersen, Artist, writer and game designer Invisible Walls and TBA
Double talk: Creating Rigging Tools for Artists, Mads Dam Jakobsen + Economy Systems & Balancing, Ivan Garde
1.Mads: Developing Tools that enables artists to author game rigs without having to deal with the repetitive tasks and high amount of complexity that is usually involved in rigging. The talk gives an insight into the design process of the pipeline, how we choose to structure our rigging tools and framework, as well as discuss what has worked and what hasn't. The talk focuses on tools developed for Autodesk Maya, but should be applicable to pipelines based on other packages.
2. Ivan: An overview of methods used for balancing and how to identify and analyze the economic components in your games. Plus a few practical tips that any designer can apply when balancing their systems
// Room: Blixen
// Speakers: Mads Dam Jakobsen, Technical Artist Sybo Games + Ivan Garde, Senior Game Designer SYBO
Cloth simulation in Glacier 2
This is an introduction to cloth simulation and Glacier 2's cloth pipeline. In HITMAN cloth simulation is used to bring life to environments and characters. The tools and setup in Glacier 2 are shown with examples from HITMAN.
// Room: Holberg
// Speakers: Marten Suldrup Larsen, programmer IO Interactive

16:15Block #4 (click to expand)16:15 - 17:00Designing for Augmented Reality
In this talk, Michael Flarup will take the audience through the journey he went on creating their first AR-only experience. The game Conduct AR! He will talk about how many of the assumptions they had going in turned out to be wrong and how they worked to change them in a race to launch alongside iOS 11. It'll be an explosive, entertaining and visual journey into one of the most exciting frontiers in technology today.
// Room: Saxo
// Speakers: Michael Flarup, CEO and designer Northplay
Live Concept Art
Experience the process of bringing production concepts to live, when a group of skilled Concept Artists enters the stage to share their knowledge, insights, creative skills, tips, and tricks. The session will be moderated by Rasmus Poulsen, Franchise Art Director at IO Interactive. A relaxed session with room for questions from the audience.
// Room: Blixen
// Rasmus Poulsen, (Moderator)
Silas Amdi, (Concept Artist)
Simon Fetscher (Concept Artist)
Tommy Kinnerup, (Concept Artist)
Testing a massive Live game: A QA perspective on a tight development process
Making a massive Live game with many intricate systems and frequent releases, presents a huge amount of challenges, not only to the QA department but everyone involved. Hear the story of how the internal QA department grew at RETO MOTO.
Michael will deliver a talk on the QA perspective of a tight development process, where excellent resource management, great prioritization and effective use of tools, are crucial elements to succeed in a fast cycle of handling the many overlapping development flows.
// Room: Holberg
// Speakers: Michael Larsen, Lead Tester Reto Moto

17:00Developer beers served by Tactile17:00 - 18:30Hang around and drink a couple of beers up until Spilprisen

Speakers for this event

Caspar Strandbygaard

Caspar Strandbygaard

CTO at MovieStarPlanet

12+ years of experience from the games industry, approx half the time as developer the other half in middle-/executive-management. Currently CTO at MovieStarPlanet, previously I've been CEO/co-founder at Multiverse (Kogama), CTO at Cape Copenhagen, Lead Programmer at Nogap, Team Lead at NDS and other positions.

CTO at MovieStarPlanet

Fran Avilés

Fran Avilés

Game Designer at Ghost Ship Games

Fran is a rising star among game designers, already proving his worth with his multiple awards and nominations for his graduate project, Tell Me What You See. At Ghost Ship Games, he has been master of the caves, but his expertise does not stop there. Fran's a game developer through and through, and his love for games and design has been a huge boon for Deep Rock Galactic.

Game Designer at Ghost Ship Games

Jesper Sølling Andersen

Jesper Sølling Andersen

Concept Artist at Mood

Concept Artist at Mood

Jonas Møller

Jonas Møller

Lead Programmer @ Ghost Ship

Jonas is a veteran programmer with years of experience from Ubisoft, Massive and Press Play. He is one of six co-founders of Ghost Ship and the idea that let to Deep Rock Galactic originated in Jonas' mind. Jonas has this rare gene of blending programming and design into one complete package.

Lead Programmer @ Ghost Ship

Martin Emborg

Martin Emborg

CEO, Art- & Game-Director at Ultra Ultra

CEO, Art- & Game-Director at Ultra Ultra

Martin Vestergaard Kümmel

Martin Vestergaard Kümmel

Technical Art Director at Unity Technologies

I am technically minded artist with 14 years of industry experience and a broad suite of skills, I have strong modelling, texturing & level design skills, as well as 10 years of experience with outsourcing of art and level design. Additionally i have an interest in shader authoring and render performance optimization as well as memory optimization across all disciplines. I like to work in close contact with programmers to make the best from the tools and the engine.

Technical Art Director at Unity Technolo...

Michael Flarup

Michael Flarup

Designer

Michael is a designer from Copenhagen who loves making things and going on adventures. He’s got a treasure-trove of design experience creating his own companies, leading teams of developers and designers and working on countless of successful products and services. Today he spends most of his time running game studio Northplay living out his childhood fantasy of making video games for a living.

Designer

Michael Larsen

Michael Larsen

Lead QA at RETO MOTO

Experienced Lead Tester with over 25 years of experience testing games and hardware. I'm currently the Lead of a team of testers on the Live game Heroes & Generals, where overlapping test phases and fast approaching deadlines are part of the daily challenges.

Lead QA at RETO MOTO

Morten Brunbjerg

Morten Brunbjerg

Writer

Game writer and dramatic structure dude with experience writing story-driven games of all kinds.

Writer

Morten Suldrup Larsen

Morten Suldrup Larsen

Programmer at IO

I have been at IO Interactive for 16 years working as a programmer. I have previously worked on gameplay code on several titles and now part of the render group. I have implemented the cloth simulation currently used in Glacier 2.

Programmer at IO

Niels Bøttcher

Niels Bøttcher

Sound Designer

Ph.d in procedural audio from Aalborg University.
Sound designer/Composer from Copenhagen.
Lecturer at Sonic college in Haderslev.
Have been working on games such as Playdoh Touch (Hasbro), Returner 77 (Fantastic Yes), Youropa (Frecle) and others.

Sound Designer

Nina Vinde Folkersen

Nina Vinde Folkersen

Art Director & Writer

Art Director & Writer on Aporia: Beyond the Valley. My passion is interactive narratives and how they are executed through games. I adore connecting the art style and the story so the player gets the best possible experience.

Event Details

Direct link to this event: http://interactivedenmark.dk/events/spilbar-37-artificial-intelligence/
AI holds the potential to revolutionize game experiences, yet we are still struggling to make computers play

Event Details

AI holds the potential to revolutionize game experiences, yet we are still struggling to make computers play games as well as humans. For this SpilBar we have invited a handful of Danish developers to share how they experiment, work, play and screw up with AI. And perhaps resistance is not only futile but also fun.

Emil ‘AngryAnt’ Johansen:I AI and so can you!
Like so many other titles and terms, Game AI means different things to different people. In this presentation I am going to describe my angle, operating in the field, and give some concrete examples of designs and solutions. Expect great tales, myth assassination, abstract implementation decisions, and enlightening illustrations.

About Emil ‘AngryAnt’ Johansen
I got into game development as they provided a much more interesting AI play pen than just files and terminals. This took me to through a bunch of studios to partnering up with friends at Framebunker – with heavy community engagement on the side. Not one to shy from challenge, I enjoy team dynamics and building creative tech.

Robin Malm & Morten Hedegren:Creating ECHO’s mimicking AI
In this talk we will go through some of the thoughts and process we went through when developing the AI for the action-stealth game ECHO, which features enemies that learn from the way you play the game. We’ll share thoughts on how we put the AI systems together, how we iterated on it and other aspects of the game to make it exciting to play against and how this shaped the levels and interactions of the game.

About Morten Hedegren
Morten Hedegren is a Game Designer at Ultra Ultra, where he worked on ECHO. Before that he’s worked at game studios such as IO Interactive and Playdead, and amongst other things has worked on multiple titles in the Hitman franchise.

About Robin Malm
Robin Malm is a programmer at Ultra Ultra and is part of the small team of eight people who made ECHO. Before Ultra Ultra, Robin studied at The Game Assembly and had an internship at Southend Interactive where he was part of the release of Sacred Citadel.

Alfred Nguyen:2D sprite-based companionship in Forgotton Anne
With Forgotton Anne we’ve created our own state-based system to implement most NPCs in the game. It had to be able to accommodate an AI companion, easy for for designers to use and experiment with, and modular in nature to adapt to changes in the production.
Hear some of the challenges we ran into not least owing to the art style of the project, and our solutions to them.

About Alfred Nguyen
Alfred Nguyen is the CEO at ThroughLine Games and the creative director of Forgotton Anne (launching May 15th). He has a background in animation films and has directed a number of award-winning games and short films.

Time

(Wednesday) 16:30 - 19:30

Location

Organizer

Interactive Denmark & DADIU

Sponsors

SpilBar 37 is sponsored by

Event type

About SpilBar
SpilBar is a bimonthly event, where everyone in or close to the computer games industry can meet and mingle. The meetings always start with a talk and end with a drink.
SpilBar is initiated by Kristine Ploug from DADIU, and Thomas Vigild, Headmaster at Vallekilde Game Academy. SpilBar is organized in collaboration with Spilordningen and Interactive Denmark.

Event Details

It’s a jungle out there, but together we can find some sense in the world of Publishing!

Program:
15.15 – 16.00: Søren Lass on The Publishing Landscape 2018

16.00 – 16.10: Grab a beer

16.15 – 16.45: Funday Factory on The Journey To A Good Publishing Deal

16.45 – 17.05: Kammeradvokaten on The Contracts You Make

17.15 – 21.00: Friday Bar and Play Prototypes in Ideas Lab

This Friday, we will also celebrate two Ideas Lab Game Teams: Atlaga and Random Dragon who’re launching their first games, and you’ll be able to see/play the final versions, and congratulate the teams (and hug them)!

Time

Organizer

Event type

About SpilBar
SpilBar is a bimonthly event, where everyone in or close to the computer games industry can meet and mingle. The meetings always start with a talk and end with a drink.
SpilBar is initiated by Kristine Ploug from DADIU, and Thomas Vigild, Headmaster at Vallekilde Game Academy. SpilBar is organized in collaboration with Spilordningen and Interactive Denmark.

Event Details

Level up your negotiation skills!

Worried about signing a bad deal? Don’t know what your value is? Not sure when to walk away? We will tackle those questions and more on May 28th, when we kick off the Art of the Deal Growing Games workshop.

Negotiating with experienced investors, publishers or clients can be a challenge, even for mature developers. At this workshop we will look at both tips and tricks from the trenches of game development negotiation, as well as perform a series of exercises and mock negotiations to ensure you get hands-on experience – giving you a stronger position when negotiating your next contract.

During the day, we will hear from Reto-Moto CEO Jean-Marc Broyer, who will draw on his experience from companies such as UBISOFT, EA, WARNER BROS., and AMAZON; outlining the pitfalls of negotiations in the games industry, and the view from both sides of the negotiation table.

Robert Jønsson, partner at Integra Law, will give an introduction to the practicalities of contract negotiation, and take us all the way form first contact to signed contract.

In addition to this, the workshop will feature a number of exercises and mock negotiations to make sure that participants get to try and utilise their new knowledge, and get better at analysing the negotiation situation.

The workshop is aimed at both start-ups and more mature studios.

Speakers:Jean-Marc Broyer, CEO of Reto-MotoWith many years of experience in the games industry from companies such as UBISOFT, EA, WARNER BROS., and AMAZON, Jean-Marc will share some of the tips and experiences from his many years in the field. Having been at “both sides of the table” Jean-Marc is able to bring a unique perspective to the negotiation situation as seen from the side of both the developer and the publisher/investor.

Robert Jønsson, Partner at Integra LawOne of the most experienced lawyers in Denmark, when it comes to publisher and investor contracts in the games industry. With a specialty in both games and start-ups Robert will talk about the practicalities of negotiations and the journey from first contact to signed contract and all the pitfalls in between the two.

Event Details

Considering establishing your own game company? Or maybe you’ve already taken the first step, but are looking for advice on what to do next?

Come to Growing Games: Start-up edition, where we will cover all the basic knowledge for getting started with your own games company, and give you the opportunity to hear the start-up stories and get tips and tricks from some of the best in the business.

The workshop will cover the following areas:

– Different company types, how to set them up and how to run them
– Financing and funding. Where do you get the funding, when starting out, and where do you go from there
– Business strategy and long term planning for your company. How to look further than the first game
– Becoming professionals. How to handle the transformation from friends or students to industry professionals.

More speakers and full program TBC

Please note – You will be required to sign an NDA when entering the Playdead offices.

Speakers for this event

Astrid Mie Refstrup

Astrid Mie Refstrup

CEO of Triple Topping Games

CEO of Triple Topping Games

Simon Staalhandske

Simon Staalhandske

co-founder of Triple Topping Games

co-founder of Triple Topping Games

Søren Lass

Søren Lass

Business Development Consultant

Interactive Denmarks own Søren Lass has almost 20 years of experience working for and with investors and publishers in the games industry, giving him a huge knowledge about the industry and a personal network second to none.